mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-27 06:50:23 +00:00
1037 lines
44 KiB
C#
1037 lines
44 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Drawing;
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using Syroot.NintenTools.NSW.Bfres;
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using Syroot.NintenTools.NSW.Bfres.Helpers;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using System.Windows.Forms;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using Toolbox.Library;
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using Toolbox.Library.Rendering;
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using Toolbox.Library.IO;
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using Toolbox.Library.Forms;
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using ResU = Syroot.NintenTools.Bfres;
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using Bfres.Structs;
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using SF = SFGraphics.GLObjects.Shaders;
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namespace FirstPlugin
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{
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public class BFRESRender : BFRESRenderBase
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{
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Vector3 position = new Vector3(0);
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public static Vector4 hoverColor = new Vector4(1);
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public static Vector4 selectColor = new Vector4(1);
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protected bool Selected = false;
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public bool Hovered = false;
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public bool IsSelected() => Selected;
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public BFRESRender()
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{
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}
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#region Rendering
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public override void Prepare(GL_ControlModern control)
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{
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}
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public override void Prepare(GL_ControlLegacy control)
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{
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}
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public override void Draw(GL_ControlLegacy control, Pass pass)
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{
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if (Disposing || pass == Pass.TRANSPARENT) return;
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bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
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if (!buffersWereInitialized)
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GenerateBuffers();
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if (!Runtime.OpenTKInitialized)
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return;
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Matrix4 mvpMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix;
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Matrix4 invertedCamera = Matrix4.Identity;
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if (invertedCamera.Determinant != 0)
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invertedCamera = mvpMat.Inverted();
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Vector3 lightDirection = new Vector3(0f, 0f, -1f);
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Vector3 difLightDirection = Vector3.TransformNormal(lightDirection, invertedCamera).Normalized();
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GL.Enable(EnableCap.Texture2D);
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GL.Enable(EnableCap.DepthTest);
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foreach (var model in models)
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{
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foreach (var shape in model.shapes)
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{
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if (Runtime.RenderModels && model.Checked && shape.Checked)
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{
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var mat = shape.GetMaterial();
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List<int> faces = shape.lodMeshes[shape.DisplayLODIndex].getDisplayFace();
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GL.Begin(PrimitiveType.Triangles);
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foreach (var index in faces)
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{
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Vertex vert = shape.vertices[index];
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float normal = Vector3.Dot(difLightDirection, vert.nrm) * 0.5f + 0.5f;
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GL.Color3(new Vector3(normal));
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GL.TexCoord2(vert.uv0);
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GL.Vertex3(vert.pos);
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}
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GL.End();
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}
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}
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}
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GL.Enable(EnableCap.Texture2D);
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}
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public override void Draw(GL_ControlModern control, Pass pass) {
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DrawBfres(control, pass);
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}
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private void DrawBfres(GL_ControlModern control, Pass pass)
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{
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if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT || Disposing)
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return;
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bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
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if (!buffersWereInitialized)
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GenerateBuffers();
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if (Hovered == true)
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throw new Exception("model selected");
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//Temporarily revert to using this shader system as it is easy to port back
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//This is much quicker. Will change after shaders are handled faster
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SF.Shader shader = OpenTKSharedResources.shaders["BFRES"];
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if (Runtime.EnablePBR)
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shader = OpenTKSharedResources.shaders["BFRES_PBR"];
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if (models.Count > 0)
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{
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if (models[0].shapes.Count > 0)
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{
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if (models[0].shapes[0].GetFMAT().shaderassign.ShaderModel == "uking_mat")
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{
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shader = OpenTKSharedResources.shaders["BFRES_Botw"];
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//Botw uses small models so lower the bone size
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Runtime.bonePointSize = 0.040f;
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}
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}
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}
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if (Runtime.viewportShading != Runtime.ViewportShading.Default)
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shader = OpenTKSharedResources.shaders["BFRES_Debug"];
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if (Runtime.viewportShading == Runtime.ViewportShading.Lighting && Runtime.EnablePBR)
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shader = OpenTKSharedResources.shaders["BFRES_PBR"];
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shader.UseProgram();
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control.UpdateModelMatrix(ModelTransform * Matrix4.CreateScale(Runtime.previewScale));
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Matrix4 camMat = control.CameraMatrix;
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Matrix4 mdlMat = control.ModelMatrix;
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Matrix4 projMat = control.ProjectionMatrix;
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Matrix4 computedCamMtx = camMat * projMat;
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Matrix4 mvpMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix;
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Matrix4 sphereMatrix = mvpMat;
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Matrix4 invertedCamera = Matrix4.Identity;
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// invertedCamera = mvpMat.Inverted();
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// if (invertedCamera.Determinant == 0)
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// invertedCamera = Matrix4.Identity;
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sphereMatrix = invertedCamera;
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sphereMatrix.Transpose();
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invertedCamera = mvpMat.Inverted();
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Vector3 lightDirection = new Vector3(0f, 0f, -1f);
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shader.SetVector3("specLightDirection", Vector3.TransformNormal(lightDirection, invertedCamera).Normalized());
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shader.SetVector3("difLightDirection", Vector3.TransformNormal(lightDirection, invertedCamera).Normalized());
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shader.SetMatrix4x4("sphereMatrix", ref sphereMatrix);
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shader.SetMatrix4x4("mtxCam", ref computedCamMtx);
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shader.SetMatrix4x4("mtxMdl", ref mdlMat);
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shader.SetVector3("cameraPosition", control.CameraPosition);
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Vector4 pickingColor = control.NextPickingColor();
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shader.SetVector3("difLightColor", new Vector3(1));
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shader.SetVector3("ambLightColor", new Vector3(1));
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GL.Enable(EnableCap.AlphaTest);
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GL.AlphaFunc(AlphaFunction.Gequal, 0.1f);
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DrawModels(shader, control);
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if (Runtime.renderNormalsPoints)
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{
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shader = OpenTKSharedResources.shaders["BFRES_Normals"];
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shader.UseProgram();
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shader.SetMatrix4x4("camMtx", ref camMat);
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shader.SetMatrix4x4("mtxProj", ref projMat);
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shader.SetMatrix4x4("mtxCam", ref computedCamMtx);
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shader.SetMatrix4x4("mtxMdl", ref mdlMat);
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shader.SetFloat("normalsLength", Runtime.normalsLineLength);
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DrawModels(shader, control);
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}
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GL.UseProgram(0);
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GL.Disable(EnableCap.DepthTest);
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GL.Enable(EnableCap.DepthTest);
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GL.Enable(EnableCap.CullFace);
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}
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private void DrawModels(SF.Shader shader, GL_ControlModern control)
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{
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shader.EnableVertexAttributes();
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for (int m = 0; m < models.Count; m++)
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{
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if (models[m].Checked)
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{
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List<FSHP> opaque = new List<FSHP>();
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List<FSHP> transparent = new List<FSHP>();
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for (int shp = 0; shp < models[m].shapes.Count; shp++)
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{
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if (models[m].shapes[shp].GetFMAT().isTransparent)
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transparent.Add(models[m].shapes[shp]);
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else
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opaque.Add(models[m].shapes[shp]);
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}
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for (int shp = 0; shp < transparent.Count; shp++)
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{
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DrawModel(transparent[shp], models[m], shader, models[m].IsSelected);
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}
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for (int shp = 0; shp < opaque.Count; shp++)
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{
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DrawModel(opaque[shp], models[m], shader, models[m].IsSelected);
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}
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}
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}
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shader.DisableVertexAttributes();
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}
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private void SetRenderSettings(SF.Shader shader, bool useVertexColors)
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{
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shader.SetBoolToInt("renderVertColor", Runtime.renderVertColor && useVertexColors);
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shader.SetBoolToInt("useNormalMap", Runtime.useNormalMap);
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shader.SetBoolToInt("renderR", Runtime.renderR);
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shader.SetBoolToInt("renderG", Runtime.renderG);
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shader.SetBoolToInt("renderB", Runtime.renderB);
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shader.SetBoolToInt("renderAlpha", Runtime.renderAlpha);
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shader.SetInt("renderType", (int)Runtime.viewportShading);
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shader.SetInt("uvChannel", (int)Runtime.uvChannel);
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shader.SetBoolToInt("renderFog", Runtime.renderFog);
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shader.SetBoolToInt("renderDiffuse", Runtime.renderDiffuse);
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shader.SetBoolToInt("renderSpecular", Runtime.renderSpecular);
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shader.SetBoolToInt("renderFresnel", Runtime.renderFresnel);
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}
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private static void SetDefaultTextureAttributes(FMAT mat, SF.Shader shader)
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{
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shader.SetBoolToInt("HasDiffuse", mat.HasDiffuseMap);
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shader.SetBoolToInt("HasDiffuseLayer", mat.HasDiffuseLayer);
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shader.SetBoolToInt("HasNormalMap", mat.HasNormalMap);
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shader.SetBoolToInt("HasEmissionMap", mat.HasEmissionMap);
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shader.SetBoolToInt("HasLightMap", mat.HasLightMap);
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shader.SetBoolToInt("HasShadowMap", mat.HasShadowMap);
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shader.SetBoolToInt("HasSpecularMap", mat.HasSpecularMap);
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shader.SetBoolToInt("HasTeamColorMap", mat.HasTeamColorMap);
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shader.SetBoolToInt("HasSphereMap", mat.HasSphereMap);
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shader.SetBoolToInt("HasSubSurfaceScatteringMap", mat.HasSubSurfaceScatteringMap);
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//Unused atm untill I do PBR shader
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shader.SetBoolToInt("HasMetalnessMap", mat.HasMetalnessMap);
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shader.SetBoolToInt("HasRoughnessMap", mat.HasRoughnessMap);
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shader.SetBoolToInt("HasMRA", mat.HasMRA);
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}
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private static void SetBoneUniforms(SF.Shader shader, FMDL fmdl, FSHP fshp)
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{
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for (int i = 0; i < fmdl.Skeleton.Node_Array.Length; i++)
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{
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GL.Uniform1(GL.GetUniformLocation(shader.Id, String.Format("boneIds[{0}]", i)), fmdl.Skeleton.Node_Array[i]);
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Matrix4 transform = fmdl.Skeleton.bones[fmdl.Skeleton.Node_Array[i]].invert * fmdl.Skeleton.bones[fmdl.Skeleton.Node_Array[i]].Transform;
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GL.UniformMatrix4(GL.GetUniformLocation(shader.Id, String.Format("bones[{0}]", i)), false, ref transform);
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}
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}
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private static void SetTextureUniforms(FMAT mat, FSHP m, SF.Shader shader)
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{
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GL.ActiveTexture(TextureUnit.Texture0 + 1);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
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GL.ActiveTexture(TextureUnit.Texture11);
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GL.Uniform1(shader.GetUniformLocation("weightRamp1"), 11);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient.Id);
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GL.ActiveTexture(TextureUnit.Texture12);
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GL.Uniform1(shader.GetUniformLocation("weightRamp2"), 12);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.BoneWeightGradient2.Id);
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GL.Uniform1(shader.GetUniformLocation("debugOption"), 2);
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GL.ActiveTexture(TextureUnit.Texture10);
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GL.Uniform1(shader.GetUniformLocation("UVTestPattern"), 10);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.RenderableTex.TexID);
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GL.Uniform1(shader.GetUniformLocation("normalMap"), 0);
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GL.Uniform1(shader.GetUniformLocation("BakeShadowMap"), 0);
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shader.SetInt("RedChannel", 0);
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shader.SetInt("GreenChannel", 1);
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shader.SetInt("BlueChannel", 2);
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shader.SetInt("AlphaChannel", 3);
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LoadPBRMaps(shader);
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for (int t = 0; t < mat.TextureMaps.Count; t++)
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{
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MatTexture matex = (MatTexture)mat.TextureMaps[t];
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if (matex.Type == MatTexture.TextureType.Diffuse)
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mat.HasDiffuseMap = TextureUniform(shader, mat, "DiffuseMap", matex);
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else if (matex.Type == MatTexture.TextureType.Normal)
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mat.HasNormalMap = TextureUniform(shader, mat, "NormalMap", matex);
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else if (matex.Type == MatTexture.TextureType.Emission)
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mat.HasEmissionMap = TextureUniform(shader, mat, "EmissionMap", matex);
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else if (matex.Type == MatTexture.TextureType.Specular)
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mat.HasSpecularMap = TextureUniform(shader, mat, "SpecularMap", matex);
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else if (matex.Type == MatTexture.TextureType.Shadow)
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mat.HasShadowMap = TextureUniform(shader, mat, "BakeShadowMap", matex);
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else if (matex.Type == MatTexture.TextureType.Light)
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mat.HasLightMap = TextureUniform(shader, mat, "BakeLightMap", matex);
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else if (matex.Type == MatTexture.TextureType.Metalness)
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mat.HasMetalnessMap = TextureUniform(shader, mat, "MetalnessMap", matex);
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else if (matex.Type == MatTexture.TextureType.Roughness)
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mat.HasRoughnessMap = TextureUniform(shader, mat, "RoughnessMap", matex);
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else if (matex.Type == MatTexture.TextureType.TeamColor)
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mat.HasTeamColorMap = TextureUniform(shader, mat, "TeamColorMap", matex);
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else if (matex.Type == MatTexture.TextureType.Transparency)
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mat.HasTransparencyMap = TextureUniform(shader, mat, "TransparencyMap", matex);
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else if (matex.Type == MatTexture.TextureType.DiffuseLayer2)
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mat.HasDiffuseLayer = TextureUniform(shader, mat, "DiffuseLayer", matex);
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else if (matex.Type == MatTexture.TextureType.SphereMap)
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mat.HasSphereMap = mat.HasSphereMap = TextureUniform(shader, mat, "SphereMap", matex);
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else if (matex.Type == MatTexture.TextureType.SubSurfaceScattering)
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mat.HasSubSurfaceScatteringMap = TextureUniform(shader, mat, "SubSurfaceScatteringMap", matex);
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else if (matex.Type == MatTexture.TextureType.MRA)
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mat.HasMRA = TextureUniform(shader, mat, "MRA", matex);
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}
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SetDefaultTextureAttributes(mat, shader);
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}
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private static void LoadPBRMaps(SF.Shader shader)
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{
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GL.ActiveTexture(TextureUnit.Texture0 + 26);
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RenderTools.specularPbr.Bind();
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GL.Uniform1(shader.GetUniformLocation("specularIbl"), 26);
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// GL.GenerateMipmap(GenerateMipmapTarget.TextureCubeMap);
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// PBR IBL
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GL.ActiveTexture(TextureUnit.Texture0 + 25);
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RenderTools.diffusePbr.Bind();
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GL.Uniform1(shader.GetUniformLocation("irradianceMap"), 25);
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GL.ActiveTexture(TextureUnit.Texture0 + 27);
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RenderTools.brdfPbr.Bind();
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GL.Uniform1(shader.GetUniformLocation("brdfLUT"), 27);
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}
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private static bool TextureUniform(SF.Shader shader, FMAT mat, string name, MatTexture mattex)
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{
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if (mattex.textureState == STGenericMatTexture.TextureState.Binded)
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return true;
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// Bind the texture and create the uniform if the material has the right textures.
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bool IsBound = BindTexture(mattex, mat, shader, mat.GetResFileU() != null);
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int texId = mattex.textureUnit + 1;
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if (IsBound)
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GL.Uniform1(shader.GetUniformLocation(name), texId);
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else
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return false;
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return true;
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}
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public static bool BindTexture(MatTexture tex, FMAT material, SF.Shader shader, bool IsWiiU)
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{
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BFRES bfres = (BFRES)material.Parent.Parent.Parent.Parent;
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GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
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string activeTex = tex.Name;
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if (tex.animatedTexName != "")
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activeTex = tex.animatedTexName;
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if (IsWiiU)
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{
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if (bfres.HasTextures)
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{
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var ftexCont = bfres.GetFTEXContainer;
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if (ftexCont != null)
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{
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if (ftexCont.ResourceNodes.ContainsKey(activeTex))
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{
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return BindFTEX(ftexCont, tex, shader, activeTex);
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}
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}
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}
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foreach (var ftexContainer in PluginRuntime.ftexContainers)
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{
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if (ftexContainer.ResourceNodes.ContainsKey(activeTex))
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{
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return BindFTEX(ftexContainer, tex, shader, activeTex);
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}
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}
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}
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else
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{
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if (bfres.HasTextures)
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{
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var bntx = bfres.GetBNTX;
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if (bntx != null)
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{
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if (bntx.Textures.ContainsKey(activeTex))
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{
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return BindBNTX(bntx, tex, shader, activeTex);
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}
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}
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}
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foreach (var bntx in PluginRuntime.bntxContainers)
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{
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if (bntx.Textures.ContainsKey(activeTex))
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{
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return BindBNTX(bntx, tex, shader, activeTex);
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}
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}
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}
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return true;
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}
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private static bool BindFTEX(BFRESGroupNode ftexContainer, MatTexture tex, SF.Shader shader, string activeTex)
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{
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FTEX ftex = (FTEX)ftexContainer.ResourceNodes[activeTex];
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if (ftex.RenderableTex == null || !ftex.RenderableTex.GLInitialized)
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ftex.LoadOpenGLTexture();
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BindGLTexture(tex, shader, ftex);
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return ftex.RenderableTex.GLInitialized;
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}
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private static bool BindBNTX(BNTX bntx, MatTexture tex, SF.Shader shader, string activeTex)
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{
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if (bntx.Textures[activeTex].RenderableTex == null ||
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!bntx.Textures[activeTex].RenderableTex.GLInitialized)
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{
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bntx.Textures[activeTex].LoadOpenGLTexture();
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}
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BindGLTexture(tex, shader, bntx.Textures[activeTex]);
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return bntx.Textures[activeTex].RenderableTex.GLInitialized;
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}
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private static void BindGLTexture(MatTexture tex, SF.Shader shader, STGenericTexture texture)
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{
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//If the texture is still not initialized then return
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if (!texture.RenderableTex.GLInitialized)
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return;
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if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
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{
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shader.SetInt("RedChannel", (int)texture.RedChannel);
|
|
shader.SetInt("GreenChannel", (int)texture.GreenChannel);
|
|
shader.SetInt("BlueChannel", (int)texture.BlueChannel);
|
|
shader.SetInt("AlphaChannel", (int)texture.AlphaChannel);
|
|
}
|
|
|
|
|
|
// GL.ActiveTexture(TextureUnit.Texture0 + texid);
|
|
GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)MatTexture.wrapmode[tex.WrapModeS]);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)MatTexture.wrapmode[tex.WrapModeT]);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)MatTexture.minfilter[tex.MinFilter]);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)MatTexture.magfilter[tex.MagFilter]);
|
|
GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f);
|
|
}
|
|
|
|
private void DrawModel(FSHP m, FMDL mdl, SF.Shader shader, bool ModelSelected)
|
|
{
|
|
if (m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3)
|
|
return;
|
|
|
|
var mat = m.GetFMAT();
|
|
|
|
if (shader != OpenTKSharedResources.shaders["BFRES_Normals"])
|
|
{
|
|
bool useVertexColors = true;
|
|
if (mat.shaderassign.ShaderArchive == "Park_UBER")
|
|
useVertexColors = false;
|
|
|
|
SetRenderSettings(shader, useVertexColors);
|
|
SetRenderPass(mat);
|
|
SetUniforms(mat, shader, m, m.DisplayId);
|
|
SetTextureUniforms(mat, m, shader);
|
|
}
|
|
SetBoneUniforms(shader, mdl, m);
|
|
ApplyTransformFix(mdl, m, shader);
|
|
SetVertexAttributes(m, shader);
|
|
|
|
//Check the binded bone if it's visible from bone visual anims
|
|
// if (!mdl.Skeleton.bones[m.boneIndx].Visible)
|
|
// m.Checked = false;
|
|
|
|
if (m.Checked && mdl.Skeleton.bones.Count > 0 && mdl.Skeleton.bones[m.BoneIndex].Visible && mat.Enabled)
|
|
{
|
|
shader.SetVector3("materialSelectColor", new Vector3(0));
|
|
if (m.GetMaterial().IsSelected)
|
|
{
|
|
shader.SetVector3("materialSelectColor", ColorUtility.ToVector3(Color.FromArgb(0,163,204)));
|
|
DrawModelSelection(m, shader);
|
|
}
|
|
else if (m.IsSelected || ModelSelected)
|
|
{
|
|
DrawModelSelection(m, shader);
|
|
}
|
|
else
|
|
{
|
|
if (Runtime.RenderModelWireframe)
|
|
{
|
|
DrawModelWireframe(m, shader);
|
|
}
|
|
if (Runtime.RenderModels)
|
|
{
|
|
DrawMdoelHoverSelection(m, shader, IsSelected(), Hovered);
|
|
|
|
PrimitiveType primitiveType = PrimitiveType.Triangles;
|
|
|
|
switch (m.lodMeshes[m.DisplayLODIndex].PrimativeType)
|
|
{
|
|
case STPrimitiveType.Lines:
|
|
primitiveType = PrimitiveType.Lines;
|
|
break;
|
|
case STPrimitiveType.LineStrips:
|
|
primitiveType = PrimitiveType.LineStrip;
|
|
break;
|
|
case STPrimitiveType.Points:
|
|
primitiveType = PrimitiveType.Points;
|
|
break;
|
|
case STPrimitiveType.Triangles:
|
|
primitiveType = PrimitiveType.Triangles;
|
|
break;
|
|
}
|
|
|
|
GL.DrawElements(primitiveType, m.lodMeshes[m.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, m.Offset);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
private static void ApplyTransformFix(FMDL fmdl, FSHP m, SF.Shader shader)
|
|
{
|
|
Matrix4 idenity = Matrix4.Identity;
|
|
shader.SetInt("NoSkinning", 0);
|
|
shader.SetInt("RigidSkinning", 0);
|
|
shader.SetInt("SingleBoneIndex", m.BoneIndex);
|
|
|
|
shader.SetMatrix4x4("SingleBoneBindTransform", ref idenity);
|
|
//Some objects will have no weights or indices. These will weigh to the bone index in the shape section.
|
|
|
|
if (m.VertexSkinCount == 1)
|
|
{
|
|
shader.SetInt("RigidSkinning", 1);
|
|
}
|
|
if (m.VertexSkinCount == 0)
|
|
{
|
|
if (fmdl.Skeleton.bones.Count > 0)
|
|
{
|
|
Matrix4 transform = fmdl.Skeleton.bones[m.BoneIndex].invert * fmdl.Skeleton.bones[m.BoneIndex].Transform;
|
|
|
|
shader.SetMatrix4x4("SingleBoneBindTransform", ref transform);
|
|
shader.SetInt("NoSkinning", 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool Loaded = false;
|
|
public override void UpdateVertexData()
|
|
{
|
|
if (!Runtime.OpenTKInitialized)
|
|
return;
|
|
|
|
UpdateModelList();
|
|
Loaded = false;
|
|
|
|
DisplayVertex[] Vertices;
|
|
int[] Faces;
|
|
|
|
int poffset = 0;
|
|
int voffset = 0;
|
|
List<DisplayVertex> Vs = new List<DisplayVertex>();
|
|
List<int> Ds = new List<int>();
|
|
|
|
int TotalShapeCount = models.Sum(b => b.shapes.Count);
|
|
|
|
int value = 0;
|
|
|
|
for (int m = 0; m < models.Count; m++)
|
|
{
|
|
//Reset min/max
|
|
models[m].MaxPosition = new Vector3(0);
|
|
models[m].MinPosition = new Vector3(0);
|
|
|
|
for (int shp = 0; shp < models[m].shapes.Count; shp++)
|
|
{
|
|
//Update render pass aswell
|
|
CheckRenderPass(models[m].shapes[shp].GetFMAT());
|
|
|
|
models[m].shapes[shp].Offset = poffset * 4;
|
|
List<DisplayVertex> pv = models[m].shapes[shp].CreateDisplayVertices(models[m]);
|
|
Vs.AddRange(pv);
|
|
|
|
for (int i = 0; i < models[m].shapes[shp].lodMeshes[models[m].shapes[shp].DisplayLODIndex].displayFaceSize; i++)
|
|
{
|
|
Ds.Add(models[m].shapes[shp].display[i] + voffset);
|
|
}
|
|
poffset += models[m].shapes[shp].lodMeshes[models[m].shapes[shp].DisplayLODIndex].displayFaceSize;
|
|
voffset += pv.Count;
|
|
}
|
|
}
|
|
|
|
// Binds
|
|
Vertices = Vs.ToArray();
|
|
Faces = Ds.ToArray();
|
|
|
|
// Bind only once!
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
|
|
GL.BufferData<DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw);
|
|
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
|
|
GL.BufferData<int>(BufferTarget.ElementArrayBuffer, (IntPtr)(Faces.Length * sizeof(int)), Faces, BufferUsageHint.StaticDraw);
|
|
|
|
LibraryGUI.UpdateViewport();
|
|
|
|
Loaded = true;
|
|
}
|
|
|
|
private static void SetRenderPass(FMAT mat)
|
|
{
|
|
bool NoCull = false;
|
|
bool CullBack = false;
|
|
bool CullFront = false;
|
|
|
|
for (int i = 0; i < mat.renderinfo.Count; i++)
|
|
{
|
|
if (mat.renderinfo[i].Name == "display_face")
|
|
{
|
|
NoCull = mat.renderinfo[i].ValueString.Contains("both");
|
|
CullFront = mat.renderinfo[i].ValueString.Contains("back");
|
|
CullBack = mat.renderinfo[i].ValueString.Contains("front");
|
|
}
|
|
|
|
if (mat.shaderassign.ShaderArchive == "Turbo_UBER")
|
|
{
|
|
AglShaderTurbo aglShader = new AglShaderTurbo();
|
|
aglShader.LoadRenderInfo(mat.renderinfo[i]);
|
|
}
|
|
}
|
|
|
|
if (NoCull)
|
|
{
|
|
GL.Disable(EnableCap.CullFace);
|
|
}
|
|
else if (CullFront)
|
|
{
|
|
GL.Enable(EnableCap.CullFace);
|
|
GL.CullFace(CullFaceMode.Front);
|
|
}
|
|
else if (CullBack)
|
|
{
|
|
GL.Enable(EnableCap.CullFace);
|
|
GL.CullFace(CullFaceMode.Back);
|
|
}
|
|
}
|
|
|
|
private static void CheckRenderPass(FMAT mat)
|
|
{
|
|
if (mat.ImageKey != "material")
|
|
{
|
|
mat.ImageKey = "material";
|
|
mat.SelectedImageKey = "material";
|
|
}
|
|
|
|
bool IsTranslucent = false;
|
|
bool IsTransparentMask = false;
|
|
|
|
|
|
for (int i = 0; i < mat.renderinfo.Count; i++)
|
|
{
|
|
if (mat.renderinfo[i].Name == "gsys_render_state_mode")
|
|
{
|
|
IsTranslucent = mat.renderinfo[i].ValueString.Contains("translucent");
|
|
IsTransparentMask = mat.renderinfo[i].ValueString.Contains("mask");
|
|
}
|
|
if (mat.renderinfo[i].Name == "renderPass")
|
|
{
|
|
IsTransparentMask = mat.renderinfo[i].ValueString.Contains("xlu");
|
|
}
|
|
}
|
|
|
|
if (mat.shaderassign.options.ContainsKey("enable_translucent"))
|
|
IsTranslucent = mat.shaderassign.options["enable_translucent"] == "1";
|
|
if (mat.shaderassign.options.ContainsKey("enable_translucent"))
|
|
IsTransparentMask = mat.shaderassign.options["enable_transparent"] == "1";
|
|
|
|
if (mat.MaterialU != null)
|
|
{
|
|
IsTranslucent = mat.MaterialU.RenderState.FlagsMode == ResU.RenderStateFlagsMode.Translucent;
|
|
IsTransparentMask = mat.MaterialU.RenderState.FlagsMode == ResU.RenderStateFlagsMode.AlphaMask;
|
|
}
|
|
|
|
mat.isTransparent = IsTransparentMask || IsTranslucent;
|
|
|
|
SetMaterialIcon(mat, IsTranslucent, "MaterialTranslucent");
|
|
SetMaterialIcon(mat, IsTransparentMask, "MaterialTransparent");
|
|
}
|
|
|
|
private static void SetMaterialIcon(FMAT mat, bool IsEffect, string Key)
|
|
{
|
|
if (IsEffect)
|
|
{
|
|
mat.ImageKey = Key;
|
|
mat.SelectedImageKey = Key;
|
|
}
|
|
}
|
|
|
|
private static void SetUniforms(FMAT mat, SF.Shader shader, FSHP m, int id)
|
|
{
|
|
shader.SetBoolToInt("isTransparent", mat.isTransparent);
|
|
|
|
shader.SetFloat("ao_density", 1);
|
|
shader.SetFloat("shadow_density", 1);
|
|
|
|
shader.SetFloat("normal_map_weight", 1);
|
|
|
|
//Bake map UV coordinate ST
|
|
shader.SetVector4("gsys_bake_st0", new Vector4(1, 1, 0, 0));
|
|
shader.SetVector4("gsys_bake_st1", new Vector4(1, 1, 0, 0));
|
|
|
|
shader.SetBoolToInt("UseSpecularColor",
|
|
(mat.GetOptionValue("specular_mask_is_color") == 1) ||
|
|
mat.GetOptionValue("enable_specular_color") == 1);
|
|
|
|
shader.SetBoolToInt("UseMultiTexture", mat.GetOptionValue("enable_multi_texture") == 1);
|
|
|
|
//Colors
|
|
shader.SetVector4("const_color0", new Vector4(1, 1, 1, 1));
|
|
shader.SetVector4("base_color_mul_color", new Vector4(1, 1, 1, 1));
|
|
shader.SetVector3("albedo_tex_color", new Vector3(1, 1, 1));
|
|
shader.SetVector3("emission_color", new Vector3(1, 1, 1));
|
|
shader.SetVector3("specular_color", new Vector3(1, 1, 1));
|
|
|
|
shader.SetFloat("fuv1_mtx", 0);
|
|
|
|
//SRT
|
|
shader.SetVector4("tex_mtx0", new Vector4(1, 1, 1, 1));
|
|
shader.SetVector2("SRT_Scale", new Vector2(1, 1));
|
|
shader.SetFloat("SRT_Rotate", 0);
|
|
shader.SetVector2("SRT_Translate", new Vector2(0, 0));
|
|
|
|
shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex);
|
|
|
|
SetUniformData(mat, shader, "base_color_mul_color");
|
|
|
|
shader.SetInt("enableCellShading", 0);
|
|
bool HasTans = m.vertexAttributes.Any(x => x.Name == "_t0");
|
|
shader.SetBoolToInt("hasTangents", HasTans);
|
|
|
|
SetUniformData(mat, shader, "fuv1_mtx");
|
|
|
|
SetUniformData(mat, shader, "gsys_bake_st0");
|
|
SetUniformData(mat, shader, "gsys_bake_st1");
|
|
|
|
SetUniformData(mat, shader, "ao_density");
|
|
SetUniformData(mat, shader, "shadow_density");
|
|
SetUniformData(mat, shader, "normal_map_weight");
|
|
|
|
SetUniformData(mat, shader, "const_color0");
|
|
SetUniformData(mat, shader, "base_color_mul_color");
|
|
SetUniformData(mat, shader, "albedo_tex_color");
|
|
SetUniformData(mat, shader, "emission_color");
|
|
SetUniformData(mat, shader, "specular_color");
|
|
|
|
|
|
//This uniform sets various maps for BOTW to use second UV channel
|
|
SetUniformData(mat, shader, "uking_texture2_texcoord");
|
|
|
|
SetUniformData(mat, shader, "cIsEnableNormalMap");
|
|
|
|
SetUniformData(mat, shader, "texsrt0");
|
|
SetUniformData(mat, shader, "tex_mtx0");
|
|
|
|
//Sets shadow type
|
|
//0 = Ambient occusion bake map
|
|
//1 = Shadow
|
|
//2 = Shadow + Ambient occusion map
|
|
SetUniformData(mat, shader, "bake_shadow_type");
|
|
SetUniformData(mat, shader, "bake_light_type");
|
|
SetUniformData(mat, shader, "gsys_bake_light_scale");
|
|
|
|
SetUniformData(mat, shader, "enable_projection_light");
|
|
SetUniformData(mat, shader, "enable_actor_light");
|
|
|
|
SetUniformData(mat, shader, "bake_calc_type");
|
|
}
|
|
private static void SetUniformData(FMAT mat, SF.Shader shader, string propertyName)
|
|
{
|
|
if (mat.shaderassign.options.ContainsKey(propertyName))
|
|
{
|
|
float value = float.Parse(mat.shaderassign.options[propertyName]);
|
|
shader.SetFloat(propertyName, value);
|
|
}
|
|
if (mat.matparam.ContainsKey(propertyName))
|
|
{
|
|
if (mat.matparam[propertyName].Type == ShaderParamType.Float)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
mat.matparam[propertyName].ValueFloat[0] = mat.anims[propertyName][0];
|
|
shader.SetFloat(propertyName, mat.matparam[propertyName].ValueFloat[0]);
|
|
}
|
|
|
|
if (mat.matparam[propertyName].Type == ShaderParamType.Float2)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.matparam[propertyName].ValueFloat = new float[2] {
|
|
mat.anims[propertyName][0], mat.anims[propertyName][1]};
|
|
}
|
|
|
|
shader.SetVector2(propertyName, Utils.ToVec2(mat.matparam[propertyName].ValueFloat));
|
|
}
|
|
|
|
if (mat.matparam[propertyName].Type == ShaderParamType.Float3)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.matparam[propertyName].ValueFloat = new float[3] {
|
|
mat.anims[propertyName][0],
|
|
mat.anims[propertyName][1],
|
|
mat.anims[propertyName][2]};
|
|
}
|
|
|
|
shader.SetVector3(propertyName, Utils.ToVec3(mat.matparam[propertyName].ValueFloat));
|
|
}
|
|
if (mat.matparam[propertyName].Type == ShaderParamType.Float4)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.matparam[propertyName].ValueFloat = new float[4] {
|
|
mat.anims[propertyName][0], mat.anims[propertyName][1],
|
|
mat.anims[propertyName][2], mat.anims[propertyName][3]};
|
|
}
|
|
|
|
shader.SetVector4(propertyName, Utils.ToVec4(mat.matparam[propertyName].ValueFloat));
|
|
}
|
|
if (mat.matparam[propertyName].Type == ShaderParamType.TexSrt)
|
|
{
|
|
// Vector 2 Scale
|
|
// 1 roation float
|
|
// Vector2 translate
|
|
TexSrt texSRT = mat.matparam[propertyName].ValueTexSrt;
|
|
|
|
shader.SetVector2("SRT_Scale", Utils.ToVec2(texSRT.Scaling));
|
|
shader.SetFloat("SRT_Rotate", texSRT.Rotation);
|
|
shader.SetVector2("SRT_Translate", Utils.ToVec2(texSRT.Translation));
|
|
}
|
|
|
|
//MTA SRT
|
|
if (propertyName == "texsrt0" && mat.shaderassign.ShaderArchive == "ssg")
|
|
{
|
|
TexSrt texSRT = mat.matparam[propertyName].ValueTexSrt;
|
|
|
|
shader.SetVector2("SRT_Scale", Utils.ToVec2(texSRT.Scaling));
|
|
shader.SetFloat("SRT_Rotate", texSRT.Rotation);
|
|
shader.SetVector2("SRT_Translate", Utils.ToVec2(texSRT.Translation));
|
|
}
|
|
}
|
|
|
|
if (mat.animatedMatParams.ContainsKey(propertyName))
|
|
{
|
|
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
mat.animatedMatParams[propertyName].ValueFloat[0] = mat.anims[propertyName][0];
|
|
shader.SetFloat(propertyName, mat.animatedMatParams[propertyName].ValueFloat[0]);
|
|
}
|
|
|
|
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float2)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.animatedMatParams[propertyName].ValueFloat = new float[2] {
|
|
mat.anims[propertyName][0], mat.anims[propertyName][1]};
|
|
}
|
|
|
|
shader.SetVector2(propertyName, Utils.ToVec2(mat.animatedMatParams[propertyName].ValueFloat));
|
|
}
|
|
|
|
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float3)
|
|
{
|
|
Console.WriteLine(propertyName + " " + mat.animatedMatParams[propertyName].ValueFloat);
|
|
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.animatedMatParams[propertyName].ValueFloat = new float[3] {
|
|
mat.anims[propertyName][0],
|
|
mat.anims[propertyName][1],
|
|
mat.anims[propertyName][2]};
|
|
}
|
|
|
|
shader.SetVector3(propertyName, Utils.ToVec3(mat.animatedMatParams[propertyName].ValueFloat));
|
|
}
|
|
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.Float4)
|
|
{
|
|
if (mat.anims.ContainsKey(propertyName))
|
|
{
|
|
mat.animatedMatParams[propertyName].ValueFloat = new float[4] {
|
|
mat.anims[propertyName][0], mat.anims[propertyName][1],
|
|
mat.anims[propertyName][2], mat.anims[propertyName][3]};
|
|
}
|
|
|
|
shader.SetVector4(propertyName, Utils.ToVec4(mat.animatedMatParams[propertyName].ValueFloat));
|
|
}
|
|
|
|
if (mat.animatedMatParams[propertyName].Type == ShaderParamType.TexSrt)
|
|
{
|
|
// Vector 2 Scale
|
|
// 1 roation float
|
|
// Vector2 translate
|
|
TexSrt texSRT = mat.animatedMatParams[propertyName].ValueTexSrt;
|
|
|
|
shader.SetVector2("SRT_Scale", Utils.ToVec2(texSRT.Scaling));
|
|
shader.SetFloat("SRT_Rotate", texSRT.Rotation);
|
|
shader.SetVector2("SRT_Translate", Utils.ToVec2(texSRT.Translation));
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SetVertexAttributes(FSHP m, SF.Shader shader)
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|
{
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
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GL.VertexAttribPointer(shader.GetAttribLocation("vPosition"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 0);
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GL.VertexAttribPointer(shader.GetAttribLocation("vNormal"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 12);
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GL.VertexAttribPointer(shader.GetAttribLocation("vTangent"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 24);
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GL.VertexAttribPointer(shader.GetAttribLocation("vBitangent"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 36);
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GL.VertexAttribPointer(shader.GetAttribLocation("vUV0"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 48);
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GL.VertexAttribPointer(shader.GetAttribLocation("vColor"), 4, VertexAttribPointerType.Float, false, DisplayVertex.Size, 56);
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GL.VertexAttribIPointer(shader.GetAttribLocation("vBone"), 4, VertexAttribIntegerType.Int, DisplayVertex.Size, new IntPtr(72));
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GL.VertexAttribPointer(shader.GetAttribLocation("vWeight"), 4, VertexAttribPointerType.Float, false, DisplayVertex.Size, 88);
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GL.VertexAttribPointer(shader.GetAttribLocation("vUV1"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 104);
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GL.VertexAttribPointer(shader.GetAttribLocation("vUV2"), 2, VertexAttribPointerType.Float, false, DisplayVertex.Size, 112);
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GL.VertexAttribPointer(shader.GetAttribLocation("vPosition2"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 124);
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|
GL.VertexAttribPointer(shader.GetAttribLocation("vPosition3"), 3, VertexAttribPointerType.Float, false, DisplayVertex.Size, 136);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
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}
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|
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private static void DrawMdoelHoverSelection(STGenericObject p, SF.Shader shader,
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bool IsSelected, bool IsHovered)
|
|
{
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|
if (IsHovered && IsSelected)
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shader.SetVector4("pickingColor", hoverColor);
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|
else if (IsHovered || IsSelected)
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|
shader.SetVector4("pickingColor", selectColor);
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|
else
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|
shader.SetVector4("pickingColor", new Vector4(1));
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|
}
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|
|
|
private static void DrawModelWireframe(STGenericObject p, SF.Shader shader)
|
|
{
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|
// use vertex color for wireframe color
|
|
shader.SetInt("colorOverride", 1);
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|
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
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|
GL.Enable(EnableCap.LineSmooth);
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|
GL.LineWidth(1.5f);
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|
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
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|
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
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|
shader.SetInt("colorOverride", 0);
|
|
}
|
|
private static void DrawModelSelection(STGenericObject p, SF.Shader shader)
|
|
{
|
|
//This part needs to be reworked for proper outline. Currently would make model disappear
|
|
/* GL.Enable(EnableCap.DepthTest);
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|
GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
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|
|
|
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);
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|
|
|
GL.StencilMask(0x00);
|
|
|
|
GL.StencilFunc(StencilFunction.Always, 1, 0xFF); // all fragments should update the stencil buffer
|
|
GL.StencilMask(0xFF); // enable writing to the stencil buffer
|
|
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
|
|
|
|
GL.StencilFunc(StencilFunction.Notequal, 1, 0xFF);
|
|
GL.StencilMask(0x00); // enable writing to the stencil buffer
|
|
GL.Disable(EnableCap.DepthTest);
|
|
|
|
shader.SetInt("colorOverride", 1);
|
|
|
|
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
|
|
GL.LineWidth(2.0f);
|
|
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
|
|
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
|
|
|
shader.SetInt("colorOverride", 0);
|
|
|
|
GL.StencilMask(0xFF);
|
|
GL.Enable(EnableCap.DepthTest);*/
|
|
|
|
// Override the model color with white in the shader.
|
|
|
|
shader.SetInt("colorOverride", 1);
|
|
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
|
|
GL.Enable(EnableCap.LineSmooth);
|
|
GL.LineWidth(1.3f);
|
|
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
|
|
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
|
|
shader.SetInt("colorOverride", 0);
|
|
|
|
GL.DrawElements(PrimitiveType.Triangles, p.lodMeshes[p.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, p.Offset);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|